Lizard folk (5e Race Variant)

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Lizardfolk Variant

This variant of lizardfolk emphasizes them as tall, strong, and emotionless lizard people who spot the land and evolved for all kinds of environments. There are two subraces included in this race variant.
This race variant replaces the hold breath, natural armor, and hungry jaws traits.

Tall and emotionless lizard people
Ability Score Increase. Your Constitution score increase by 2, and your Wisdom score increases by 1.
Age. Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
Alignment. They are usually are neutral. The world is a place of predators and prey, where life and death are natural processes. They only care to survive.
Size. Lizardfolk are a little bulkier and taller than humans, and those with colorful frills use them to make themselves appear even larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
Languages. You can speak, read, and write Common and Draconic.
Subrace. Choose one of the following subraces: rainforest, desert, swamp

Rainforest

Tongue Grab. As a bonus action you can shoot your tongue out up to 15 feet to grab objects that are not attached to something or pull medium creatures or smaller to you and as a free action grapple them with your tongue.
Camoflage. you can change your skin color at will and you can hide in plane sight normally and give you advantage on stealth checks based on sight
Insectivore. you can forage for bugs for an hour to get all the nutrients you need for one meal you can do this once per long rest and during short rests

Desert

Natural Armor. you have a base armor class of 12+constitution
Spikes. when you are hit by a melee attack as a reaction you can force the attacker to take 1d6 slashing damage and this increases to 2d6 at level 5 3d6 at level 9 4d6 at level 14 and then 5d6 at level 18 and this damage can be induced as a bonus action if you are grappling or being grappled by the target
Water Reserves. you can go 2 weeks without water before you feel the effects of dehydration

Swamp

Natural Armor. you have a base armor class of 13+dexterity
Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
Hold Breath. you can hold your breath for 15 minutes


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gollark: Furnaces 0 and 1, ACTIVATE (conversion of clay to brick)
gollark: Mines 0 to 3, ACTIVATE (activate fuel production)
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